doom3-bfg/neo/d3xp/physics/Force_Spring.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __FORCE_SPRING_H__
#define __FORCE_SPRING_H__
/*
===============================================================================
Spring force
===============================================================================
*/
class idForce_Spring : public idForce
{
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public:
CLASS_PROTOTYPE( idForce_Spring );
idForce_Spring();
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virtual ~idForce_Spring();
// initialize the spring
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void InitSpring( float Kstretch, float Kcompress, float damping, float restLength );
// set the entities and positions on these entities the spring is attached to
void SetPosition( idPhysics* physics1, int id1, const idVec3& p1,
idPhysics* physics2, int id2, const idVec3& p2 );
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public: // common force interface
virtual void Evaluate( int time );
virtual void RemovePhysics( const idPhysics* phys );
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private:
// spring properties
float Kstretch;
float Kcompress;
float damping;
float restLength;
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// positioning
idPhysics* physics1; // first physics object
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int id1; // clip model id of first physics object
idVec3 p1; // position on clip model
idPhysics* physics2; // second physics object
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int id2; // clip model id of second physics object
idVec3 p2; // position on clip model
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};
#endif /* !__FORCE_SPRING_H__ */